| Literature DB >> 31013672 |
Alejandro Baldominos1,2, David Quintana3.
Abstract
Smile and Learn is an Ed-Tech company that runs a smart library with more that100 applications, games and interactive stories, aimed at children aged two to 10 and their families.The platform gathers thousands of data points from the interaction with the system to subsequentlyoffer reports and recommendations. Given the complexity of navigating all the content, the libraryimplements a recommender system. The purpose of this paper is to evaluate two aspects of such systemfocused on children: the influence of the order of recommendations on user exploratory behavior, andthe impact of the choice of the recommendation algorithm on engagement. The assessment, based ondata collected between 15 October 2018 and 1 December 2018, required the analysis of the number ofclicks performed on the recommendations depending on their ordering, and an A/B/C testing wheretwo standard recommendation algorithmswere comparedwith a randomrecommendation that servedas baseline. The results suggest a direct connection between the order of the recommendation and theinterest raised, and the superiority of recommendations based on popularity against other alternatives.Entities:
Keywords: artificial intelligence; educational technologies; recommender systems
Year: 2019 PMID: 31013672 PMCID: PMC6514587 DOI: 10.3390/s19081910
Source DB: PubMed Journal: Sensors (Basel) ISSN: 1424-8220 Impact factor: 3.576
Figure 1Screenshot of the main menu of Smile and Learn, showing the different worlds available in the application, each world corresponding to an intelligence.
Figure 2Screenshot of a world menu (in this case, the science world) in Smile and Learn, where apps belonging to the same world (or intelligence) are listed grouped by category.
Characteristics of main recommendation techniques suitable for technology-enhanced learning. CF: collaborative filtering. Adapted from Drachsler et al. [24] and Manouselis et al. [25].
| Technique | Description | Advantages | Disadvantages |
|---|---|---|---|
| Popularity | Recommends items that are popular among all users. | No new user problem. No content analysis. Domain-independent. | Only popular taste. Insensitive to changes of preferences. |
| User-based CF | Users who rated the same item similarly probably have the same taste. Based on this assumption, this technique recommends the unseen items already rated by similar users. | No content analysis.Domain-independent.Quality improves.Bottom-up approach.Serendipity. | New user problem.New item problem.Popular taste.Scalability.Sparsity.Cold start problem. |
| Item-based CF | Focus on items, assuming that the items rated similarly are probably similar. It recommends items with the highest correlation (based on ratings for the items). | No content analysis.Domain-independent.Quality improves.Bottom-up approach.Serendipity. | New item problem.Popular taste.Sparsity.Cold start problem. |
| Stereotypes or demographics CF | Users with similar attributes are matched, then it recommends items that are preferred by similar users (based on user data instead of ratings). | No cold start problem.Domain-independent.Serendipity. | Obtaining information.Insufficient information.Only popular taste.Obtaining metadata information.Maintenance ontology. |
| Case-based reasoning | Assumes that if a user likes a certain item, she or he will probably also like similar items. Recommends new but similar items. | No content analysis.Domain-independent.Quality improves | New user problem.Overspecialisation.Sparsity.Cold start problem. |
| Attribute-based techniques | Recommends items based on the matching of their attributes to the user profile. Attributes could be weighted for their importance to the user. | No cold start problem.No new user/new item problem.Sensitive to changes of preferences.Can include non-item-related features.Can map from user needs to items. | Does not learn.Only works with categories.Ontology modelling and maintenance is required.Overspecialisation. |
Accumulated click-through by position in the recommendation ribbon and mean for the visible and invisible positions for the period from 15 October 2018 to 1 December 2018.
| Position | Visible | Hidden | ||||||
|---|---|---|---|---|---|---|---|---|
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | ||
| Clicks | 6329 | 5834 | 4516 | 2639 | 3960 | 3150 | 2937 | |
| Mean | - | - | 4830 | - | - | 3044 | - | |
| Rank | 1 | 2 | 3 | 7 | 4 | 5 | 6 | |
Engagement metrics for game apps by recommender for the period from 15 October 2018 to 1 December 2018.
| Engagement Metric | Mean | Median | Variance | |
|---|---|---|---|---|
| Games | ||||
|
| 4.79 | 3 | 34.22 | |
|
| 6.72 | 4 | 53.89 | |
|
| 4.22 | 2 | 24.75 | |
| Time | ||||
|
| 740.98 | 405.26 | 1,084,308.47 | |
|
| 1202.76 | 639.79 | 3,286,849.96 | |
|
| 776.01 | 295.37 | 5,020,886.62 | |
Performance metrics for game apps by recommender algorithm. Train: 15 October 2018 to 14 November 2018. Test: 15 November 2018 to 1 December 2018.
| Algorithm | Accuracy (%) | Precision (%) | Recall (%) | F1 Score (%) |
|---|---|---|---|---|
| Col. Filtering | 94.92 | 7.40 | 1.28 | 2.18 |
| Popular | 94.73 | 12.93 | 3.30 | 5.25 |
| Random | 93.51 | 6.64 | 3.57 | 4.64 |